scholarly journals Digital Human Sciences: New Objects – New Approaches

10.16993/bbk ◽  
2021 ◽  

The ongoing digitization of culture and society and the ongoing production of new digital objects in culture and society require new ways of investigation, new theoretical avenues, and new multidisciplinary frameworks. In order to meet these requirements, this collection of eleven studies digs into questions concerning, for example: the epistemology of data produced and shared on social media platforms; the need of new legal concepts that regulate the increasing use of artificial intelligence in society; and the need of combinatory methods to research new media objects such as podcasts, web art, and online journals in relation to their historical, social, institutional, and political effects and contexts. The studies in this book introduce the new research field “digital human sciences,” which include the humanities, the social sciences, and law. From their different disciplinary outlooks, the authors share the aim of discussing and developing methods and approaches for investigating digital society, digital culture, and digital media objects.

2018 ◽  
Vol 29 (3) ◽  
pp. 169-188 ◽  
Author(s):  
Lukasz Szulc

AbstractThe practice of profile making has become ubiquitous in digital culture. Internet users are regularly invited, and usually required, to create a profile for a plethora of digital media, including mega social media platforms such as Facebook and Twitter. Understanding profiles as a set of identity performances, I argue that the platforms employ profiles to enable and incentivize particular ways and foreclose other ways of self-performance. Drawing on research into digital media and identities, combined with mediatization theories, I show how the platforms: (a) embrace datafication logic (gathering as much data as possible and pinpointing the data to a particular unit); (b) translate the logic into design and governance of profiles (update stream and profile core); and (c) coax—at times coerce—their users into making of abundant but anchored selves, that is, performing identities which are capacious, complex, and volatile but singular and coherent at the same time.


M/C Journal ◽  
2020 ◽  
Vol 23 (3) ◽  
Author(s):  
Daniel De Zeeuw ◽  
Marc Tuters

At the fringes of the platform economy exists another web that evokes an earlier era of Internet culture. Its anarchic subculture celebrates a form of play based based on dissimulation. This subculture sets itself against the authenticity injunction of the current mode of capitalist accumulation (Zuboff). We can imagine this as a mask culture that celebrates disguise in distinction to the face culture as embodied by Facebook’s “real name” policy (de Zeeuw and Tuters). Often thriving in the anonymous milieus of web forums, this carnivalesque subculture can be highly reactionary. Indeed, this dissimulative identity play has been increasingly weaponized in the service of alt-right metapolitics (Hawley).Within the deep vernacular web of forums and imageboards like 4chan, users play by a set of rules and laws that they see as inherent to online interaction as such. Poe’s Law, for example, states that “without a clear indicator of the author's intent, it is impossible to create a parody of extreme views so obviously exaggerated that it cannot be mistaken by some readers for a sincere expression of the parodied views”. When these “rule sets” are enacted by a massive angry white teenage male demographic, the “weapons of the geek” (Coleman) are transformed into “toxic technoculture” (Massanari).In light of an array of recent predicaments in digital culture that trace back to this part of the web or have been anticipated by it, this special issue looks to host a conversation on the material practices, (sub)cultural logics and web-historical roots of this deep vernacular web and the significance of dissimulation therein. How do such forms of deceptive “epistemological” play figure in digital media environments where deception is the norm —  where, as the saying goes, everyone knows that “the internet is serious business” (which is to say that it is not). And how in turn is this supposed culture of play challenged by those who’ve only known the web through social media?Julia DeCook’s article in this issue addresses the imbrication of subcultural “lulz” and dissimulative trolling practices with the emergent alt-right movement, arguing that this new online confluence  has produced its own kind of ironic political aesthetic. She does by situating the latter in the more encompassing historical dynamic of an aestheticization of politics associated with fascism by Walter Benjamin and others.Having a similar focus but deploying more empirical digital methods, Sal Hagen’s contribution sets out to explore dissimulative and extremist online groups as found on spaces like 4chan/pol/, advocating for an “anti-structuralist” and “demystifying” approach to researching online subcultures and vernaculars. As a case study and proof of concept of this methodology, the article looks at the dissemination and changing contexts of the use of the word “trump” on 4chan/pol/ between 2015 and 2018.Moving from the unsavory depths of anonymous forums like 4chan and 8chan, the article by Lucie Chateau looks at the dissimulative and ironic practices of meme culture in general, and the subgenre of depression memes on Instagram and other platforms, in particular. In different and often ambiguous ways, the article demonstrates, depression memes and their ironic self-subversion undermine the “happiness effect” and injunction to perform your authentic self online that is paradigmatic for social media platforms like Facebook and Instagram. In this sense, depression meme subculture still moves in the orbit of the early Web’s playful and ironic mask cultures.Finally, the contribution by Joanna Zienkiewicz looks at the lesser known platform Pixelcanvas as a battleground and playfield for antagonistic political identities, defying the wisdom, mostly proffered by the alt-right, that “the left can’t meme”. Rather than fragmented, hypersensitive, or humourless, as online leftist identity politics has lately been criticized for by Angela Nagle and others, leftist engagement on Pixelcanvas deploys similar transgressive and dissimulative tactics as the alt-right, but without the reactionary and fetishized vision that characterises the latter.In conclusion, we offer this collection as a kind of meditation on the role of dissimulative identity play in the fractured post-centrist landscape of contemporary politics, as well as a invitation to think about the troll as a contemporary term by which "our understanding of the cybernetic Enemy Other becomes the basis on which we understand ourselves" (Gallison).ReferencesColeman, Gabriella. Hacker, Hoaxer, Whistleblower, Spy: The Many Faces of Anonymous. New York: Verso, 2014.De Zeeuw, Daniël, and Marc Tuters. "Teh Internet Is Serious Business: On the Deep Vernacular Web and Its Discontents." Cultural Politics 16.2 (2020): 214–232.Galison, Peter. “The Ontology of the Enemy.” Critical Inquiry 21.1 (2014): 228–66.Hawley, George. Making Sense of the Alt-Right. New York: Columbia UP, 2017.Massanari, Adrienne. “#Gamergate and the Fappening: How Reddit’s Algorithm, Governance, and Culture Support Toxic Technocultures.” New Media & Society 19.3 (2016): 329–46.Zuboff, Shoshana. The Age of Surveillance Capitalism: The Fight for a Human Future at the New Frontier of Power. New York: PublicAffairs, 2019.


Author(s):  
Rikke Haller Baggesen

<p>Mirroring digital culture developments in society at large, museums are increasingly incorporating social media platforms and formats into their communication practices. More than merely providing additional channels of communication, this development is invested with an understanding of social media as integral to the ongoing democratisation of the museum. The confluences of new media affordances with New Museology objectives along with the underpinning of the aforementioned understanding is discussed in this article. The article will argue that development in this area is not only driven by solid results and public demand but also by collective assumptions and associations as well as by a political need for institutions to justify their relevance in society. In conclusion, the article suggests that, while the integration of social media communication may serve to market the museum as inclusive, it may also simply pay lip service to genuine civic engagement and democratic exchanges with the public.</p>


2021 ◽  
Vol 2021 (1) ◽  
Author(s):  
Cecilia Pasquini ◽  
Irene Amerini ◽  
Giulia Boato

AbstractThe dependability of visual information on the web and the authenticity of digital media appearing virally in social media platforms has been raising unprecedented concerns. As a result, in the last years the multimedia forensics research community pursued the ambition to scale the forensic analysis to real-world web-based open systems. This survey aims at describing the work done so far on the analysis of shared data, covering three main aspects: forensics techniques performing source identification and integrity verification on media uploaded on social networks, platform provenance analysis allowing to identify sharing platforms, and multimedia verification algorithms assessing the credibility of media objects in relation to its associated textual information. The achieved results are highlighted together with current open issues and research challenges to be addressed in order to advance the field in the next future.


Author(s):  
Gregory Bennett

This exposition discusses the emergence of the database as a creative methodology, and key organising principle in the generation of a series of 3D digital animated artworks. Through detailed explication and demonstration of a complex creative process utilising a range of media formats including video, 3D model views, and interactive 3D, I aim to elucidate an intricate relationship between technology, process and artistic intent, framing this within relevant emergent critical frameworks around digital creative practice. This design strategy will enable the effective communication of some of the inherent qualities of 3D digital production, and the mapping of the operations of the ‘database’ as a pliable creative tool. Working directly into high-end 3D modelling and animation software, and taking the actions of a generic male figure as a point of departure, my animations are created in a modular fashion, building up units of performed movements, loops and cycles (both animated and motion-captured), creating a sometimes complex movement vocabulary. This recalls Lev Manovich’s notions of the database and the loop as engines of (non-linear) narrative in digital media work, in particular his principles of modularity, automation and variability as intrinsic to new media objects. In working with complex software tools I also acknowledge in the fabrication process what Rachael Kearney has termed the ‘synthetic imagination’, and Malcolm Le Grice’s conception of submerged authorship in the interaction with the ‘intelligent machine’ – the creative act as a collaboration with the embodied intellect of the software itself. Drawing on and remediating a range of sources including the photographic studies of Eadweard J. Muybridge, the choreography of Busby Berkeley, nineteenth century optical toys, and the contemporary digital video game, these works present figures which occupy a space between the animate and the inanimate, between automata (devices that move by themselves) and simulacra (devices that simulate other things).


Author(s):  
Simeon J. Yates ◽  
Eleanor Lockley

This chapter focuses on a central and enduring issue in digital studies: digital inequalities, exclusion, or divides, with their changing emphases on access, use, skills, and positive and negative outcomes. However, it extends that literature by looking at how patterns of digital media access, skills, uses, and practices are related to overall systems of social inequality and distinction—that is, social class. Thus, how does social class influence digital inequalities, and, in turn, how do digital technologies mediate access to other social and community realms? Seven outcomes of digital inequalities stand out: material implications for people’s lives; growth of “digital by default” and “digital only” service delivery; centrality of digital to education; centrality of digital tow work; growth in digital culture and leisure; workplace automation and the digital economy; and fairness. The chapter examines key concepts such as social capital, cultural capital (embodied, objectified, institutionalized), habitus, fields of social exclusion, and doxa (Bourdieu; Helsper; Putnam). The chapter critiques the notions of “digital capital” or “information capital” as distinct forms of capital, instead arguing that digital has become crucial to, economic, cultural, and social capital in contemporary society. Results from analyses of national UK data show how eight categories of new media use (associated with digital aspects of habitus) are significantly associated with age, different economic or social classes, different network patterns reflecting social capital, and with different patterns of cultural consumption. Thus differential use of new media by different categories and social classes of users can lead to differential access to skills, resources, and opportunities in society. These inequalities lead to different educational and life opportunities that have the potential to underpin long-term variations in outcomes.


Author(s):  
Oya Y. Rieger

The phrase “digital humanities” refers to a range of new media applications that converge at the intersection of technology and humanities scholarship. It is an evolving notion and conveys the role of information technologies in humanities scholarship. Based on a qualitative case study approach, this paper interprets the concept by eliciting the diverse perspectives — which nevertheless express several discernible themes — of a group of humanities scholars. It synthesizes the wide range of opinions and assumptions about information and communication technologies (ICTs) held by these humanists by using Bijker’s (1995) notion of a technological frame. The digital humanities domain is interpreted through three lenses: digital media as facilitator of scholarly communication; digital media as a platform for creative expression and artistic endeavors; and, digital media as context for critical studies of digital culture. The article concludes that, while technologies are being positioned as driving forces behind academic innovation, it is more important than ever to understand the cultural, social, and political implications of new media and how they are perceived and used by humanities scholars.


2020 ◽  
Vol 10 (1S) ◽  
pp. 100S-115S
Author(s):  
Arianna Mainardi ◽  

This article engages with the current debate on feminisms and digital media by looking at the tension between individualism and collective action. Drawing on an empirical research project involving girls, carried out in Italy and focusing on female processes of subjectivation in a postfeminist new media context, it will discuss constraints and opportunities shaped by the everyday use of social media. The article places itself in the latest trend of cyberfeminist studies, by analysing friendship relationships developed among girls in and through digital media. It also looks at how the mediated nature of social network sites offers room for the building of alliances among girls, and how this challenges online and offline gender norms. In doing so, the article reflects on the way female relationships change and are reworked in digital culture, thus giving a new meaning to the feminist concept of sisterhood.


2013 ◽  
Vol 221 (2) ◽  
pp. 67-71 ◽  
Author(s):  
Fran C. Blumberg ◽  
Mark Blades ◽  
Caroline Oates

The prevalence of digital media use among children and adolescents is indisputable. One medium to which children and adolescents dedicate a sizeable portion of their time is that of the digital game. Accordingly, digital game play continues to grow as a context for cognitive development. We showcase new research and practice addressing the impact of this very popular activity on children’s and adolescents’ learning. Our goal is to stimulate new research and interest in examining the positive ramifications of digital play for development among today’s youth.


2019 ◽  
Vol 1 ◽  
pp. 17-22
Author(s):  
Yunus Emre Ökmen

The traditional storytelling has begun to disappear, as the modern culture seizes every aspect of life (Ramsden and Hollingsworth, 2017: 14). The narrators began to take the place of digital media such as photography, cinema, television and internet. At the same time, basic cultural periods in communication can be handled in five different ways. These; Oral culture, written culture, printed culture, electric and electronic culture were finally added to these cultures or periods Digital culture, different media tools were introduced in the forms of communication between people and people (Baldini, 2000: 6). The traditional storytelling that started in the oral culture period has been moved to a different dimension with the applications on the web during the digital culture period. Thus, storytelling has experienced many changes and transformations in structural and content. When the digital culture era and the "Imagery Age" were considered, narrators tried to convey how they were changing through storytelling, exploration, new forms of communication and use of new media tools. In particular, the work of Guy Debord's "Show Society" has been utilized. This study was carried out by the scanning model of qualitative research methods. Since the phenomenon "Barış Özcan" was studied as a Youtuber, it was realized by using Case Study Model (Karasar, 2014: 77-86). Rogers “Diffusion of Innovation Theory" has become the most theoretical basis for his work. At the end of the study, it has been determined that there are structural and content differences between traditional media tools and traditional narrative style, digital media tools and digital narration style. With this changing and transforming narrative, the position of narrator and listener has been changed in many ways. The concept of time and space has been specifically addressed in this study. Traditional and digital narratives have changed in terms of time and space.


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